"Power Item: Overdrive" Mod by Jeff Bouley (JBouley at the Phrozen Keep and Phrozen Forums) For: Diablo 2, Lord of Destruction expansion, version 1.10 PROBLEMS/BUGS WITH THIS MOD? E-Mail me at JeffBouley888@msn.com Please read the information below thoroughly before complaining that something doesn't work or something went wrong with your character. --------------------------------------------------------------- NOTE: This is far, far, far away from being any kind of advanced or creative mod. The main reason I have created this is for people who want much better drops in the game and Horadric Cube recipes to make unique, set and rare items...but who do not have the time or the interest to create a basic mod themselves. For those of you who do wish to view the modded .txt files, they are in the patch file, and there are only three that I modded myself: TreasureClassEx.txt, UniqueItems.txt and cubemain.txt. Also, this mod includes the increased stash, inventory and cube, courtesy of Fusman and Phalzyr. This mod (Power Item: Overdrive) is, technically, version 2.0 of the Power Item Mod for patch 1.10. Characters played in this mod should continue to be compatible with normal Diablo 2: Lord of Destruction and should be compatible with most mods. However, because this mod features the larger inventory/stash/cube, you cannot go into normal D2 (or a mod with smaller inventories) without first emptying out the "extra" slots in your inventory. GENERAL INFO: If you don't know how to install or use mods, please go to www.d2mods.com to read up on the basics, the warnings, etc. If you don't back up your original files or you otherwise mess things up on your system with regard to Diablo 2 or anything else, it's on your head. If you haven't learned how to install Diablo 2 mods safely, you shouldn't be playing them. It's simple, but many people don't take basic precautions. Please make sure you do. NEW CHANGES TO THIS VERSION OF THE POWER ITEM MOD: (1) The unique Constricting Ring has been activated and now can drop in the game. (2) The "old" version of Azurewrath is reactivated. Now, both the old crystal sword version and new, more powerful phase blade version can drop in the game. (3) Uniques can drop more often than once per game. (4) Higher-level runes are much, MUCH more likely to drop than in unmodded D2. You will no longer have to wait until you are old and gray to get a Zod. I don't know the exact percentage chance of the Zod dropping because my math skills aren't that good, but it is now TENS OF THOUSANDS of time easier to get it. (5) New recipes for cube (all three of these new recipes are untested; use at own risk): A) 6 perfect skulls + 1 Zod rune + weapon or armor item = Ethereal, indestructible version of item (should work on normal items, magic items, rares, uniques, and set items) B) Weapon or armor item + full rejuvenation potion + jewel + rune + perfect gem(s) = Socketed version of item (number of sockets is determined by number of perfect gems you use in the recipe, up to a maximum of 6 sockets...remember that not all items will take the number of sockets you might want on them [daggers, for example, are not going to take five sockets, helms will not take six sockets, and so on]. So, if you use a recipe for a high-number of sockets on something that won't take that many, you have to live with the result, whatever it is. This recipe should work on normal items, magic items, rares, uniques, and set items.) C) Rare item + 6 rejuvenation potions + 3 Zod runes adds life steal, mana steal, and health regeneration (random amount--each power could be very low or very high) to the rare item (Should work on rare weapons/armor/rings/amulets.) ORIGINAL CHANGES: (These have been in all versions of the Power Item Mod, going back to the version for patch 1.09...they are included in this version too.) (1) Increased drops: Magic items, rares, sets and uniques will...in general...drop far more often. No, you aren't likely to get Tancred's Helm from a Blood Moor zombie. However, drops are generally much better overall (including gold and other items), and higher-level monsters (bosses in particular) are far more likely to "give up the goods." (2) Easier-to-get (and use) uniques: Levels of unique items have been lowered and, in many cases, the required level to use them as well. The net result is that monsters will drop them earlier in the game if you are fortunate, and you can use them sooner. (In the case of the Power Item mods for patch 1.10, this means that the Annihilus Charm can drop from many different monsters, as long as they are least level 50.) (3) Cube recipes to make powerful items: I'm not into "gimmee" mods. These recipes are not simply putting some cheap item like a scroll in the Cube with an item and getting a unique. I find such stuff ridiculous. However, it is pretty easy to make yourself set, unique or rare items. Here are the recipes (they work for weapons, armor, rings and amulets): A) magic item + 3 perfect gems + 2 runes = unique item of same type (if there is no unique version of the base item you use in the Cube, you will probably get a rare item) B) magic item + 8 gems + 2 jewels = set item of same type (if there is no set item for the base item you use in the Cube, you will probably get a rare or magic item) C) magic item + 4 jewels + 2 runes = rare item of same type D) rare item + 3 gems + jewel = unique item (if there is a unique version of the item) F) rare item + jewel + 3 runes = set item (if there is a set version of the item) Note: The recipes for making rares, uniques and sets are designed to work on weapons, armor items, rings and amulets, NOT charms or jewels.